NoasArcAngel
Wise Old Owl
okay guys this might seem nuts, but the game developer for the ps3 said :
*www.psxextreme.com/ps3-news/6746.html
*www.psxextreme.com/ps3-news/6746.html
Source: *www.psxextreme.com/ps3-news/6746.htmlGoW III Dev said:God of War III is without any doubt one of the best games you will ever play...so how is it possible that it only uses about half the power of Sony's machine?
Well, you'll have to ask the game's director for details on that. In a great interview with UGDB, GoWIII head boss Stig Asmussen spoke in-depth about the process of making this epic masterpiece, and although we keep thinking the game has pushed the PS3 to its limits (you'll think so, too, when you see it), Asmussen says they've still got a long ways to go. "Absolutely, we can do much more with it," he said. "I don’t know if we are even close to 50% of PlayStation 3’s power at this point." How nuts is that? What else could they possibly do...? Well, as we now know, SCEA doesn't plan to inundate the shelves with God of War titles; Asmussen makes this clear again in the interview, saying he hopes Sony doesn't want them to do that. And then, after mentioning that the inclusion of a co-op multiplayer mode isn't out of the question, Asmussen was asked about the project of his dreams. His reply:
"Actually, recently I figured out what my dream project will be. As I said, I’m really inspired by Heavy Rain right now, and the one thing that Quantic had done really well is that they have succeeded to make a game appropriate for people that are 25 and plus years old. I’m not talking of just the violence and sex here, but for emotions and psychology – things that the older audiences are more concerned about. Right now, the industry has a big group of people that are making straight, plane games and considerable part of the market should start thinking on how to attract the older audience."
Did anybody just get chills thinking what a team like SCEA could do with the concepts and inspiration derived from Quantic Dream...? Wow. Two very different development teams with two very different projects but both are immensely skilled, and the possibilities might be limitless. So many people have already been blown away by Heavy Rain; it's great to see it having a significant impact on other developers, too.
Naughty Dog intended to maximize the utilization of the Cell's SPUs, as their estimates for utilization in the first Uncharted were only around 30%.[22] As a result, the game has more realistic environments and animations.
Uncharted 2 uses Naughty Dog Game Engine 2.0, a revamped and optimized version of the original engine that has allowed the game to have real-time moving environments, more realistic textures, and animations. It is notable that the game is one of the few to utilize Screen Space Ambient Occlusion.
On August 26, 2009, it was revealed that Uncharted 2 uses between 90 to 100% of the Cell's processor and uses 25GB of a single Blu-ray Disc. In the same interview, it was asked if the game could run on Microsoft's Xbox 360 hardware in which the response was "never" due to the size of the DVD format discs. Uncharted 2 uses all 25 GB of space on the single layer Blu-ray disc.[23] However, Evan Wells later pointed out "...now it's at least busy 100% of the time, but it's still not fully-optimized code. I mean, in order to get to that 100%, it was more about making sure the pipeline was filled, and we weren't running into one of the processors becoming idle because there wasn't a job ready for it." [24]
In the interview, Christophe Balestra also pointed out how important it is to ship every system with a hard drive. "The fact that every PS3 has a hard drive is huge for us." He went on to describe how the game takes advantage of Sony's offerings. "It's the combination of Blu-ray and hard drive. You can play the entire game without loading. We don't require an install. We're doing all the post-processing effects on the Synergistic Processing Units. The quality of the depth of field we have, you can't do that on the Xbox 360